PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Really enjoying the A17 info. Looks awesome!

As for zip lines and the behemoth. Meh, no big deal. The Pimps have things set so that people can mod. Once the game goes gold they can play with that stuff. Even if they don't, some moder will. There are people who want that kind of challenge. It will more than likely show up later in mods.

The new art rocks. Thanks for sharing MM.

A17 is going to be fun.

~Obuthan

 
Hey Madmole! Nice to have you back with some exciting features for A17. Your latest YouTube video was great!

Stay awhile, stay forever!!! (from that old "Impossible Mission" game on Commodore 64... Yes, I'm that old!)

 
Does the visitmap command uncover the entire map? or is the fog of war still in place?
From the player perspective, fog of war still exists. However, I use the map feature on CBSM and you can see the entire map on that website. The additional server load doesn't seem to be any worse than having an extra player. It goes along the map, fully loading one chunk at a time, and takes over a day to finish the task.

 
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From the player perspective, fog of war still exists. However, I use the map feature on CBSM and you can see the entire map on that website. The additional server load doesn't seem to be any worse than having an extra player. It goes along the map, fully loading one chunk at a time, and takes over a day to finish the task.
what about ram usage? I feel like this would drastically increase ram.

One more question, can the command be ran from the linux terminal? Specifically if installed via Alloc's scripts and fixes? Or do i need to run as admin via console within the game?

 
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what about ram usage? I feel like this would drastically increase ram.
Last time talked about visitmap the one who had experience said he needed a restart all few hours, so maybe you should simply make it more like (as i said no own experience so maybe my code is wrong)

visitmap -10000 -10000 0 0

visitmap -10000 0 0 10000

visitmap 0 -10000 10000 0

visitmap 0 0 10000 10000

and restart after each 1/4 of the map

 
Those are some good ideas. Hopefully we can get some more ways in.
If there's going to be enhancements to the buff system, it would be great if some detail regarding where a buff came from was provided as well. A player, player id, NPC, NPC type ID, faction, stuff like that. There's cases where it would be advantageous to a mod where teams, factions, and the like are considered when a buff is applied.

 
Heck yea. really excited about NPCs and the vehicle overhaul. I can see the awesome war mods now. lol
Also, drive-by bludgeonings. Make it happen pimps!
"Zed Baseball"

I like the way you think! Hitting for the cycle could have new meaning!

 
what about ram usage? I feel like this would drastically increase ram.
One more question, can the command be ran from the linux terminal? Specifically if installed via Alloc's scripts and fixes? Or do i need to run as admin via console within the game?
I haven't dug into the nuts & bolts of it, but where I didn't see any performance hits while running it, my assumption would be that it deals with one chunk at a time, generates it, loads it in ram, then writes the region file to the hard drive and takes it out of ram while moving on to the next chunk. So my guess would be that the ram usage is equivalent to a single chunk at one time if it was programmed properly.

I ran it from the command console in the game. Haven't tried it from an outside terminal, but it may work. The good part is that after you issue the command from within the game, it will continue running until it's done, even if you log off. The only thing I found that caused it to pause was when my server did one of its automated reboots, or there is a command that you can issue to cancel it. When the server rebooted, I was able to figure out where it had stopped and modify the command to pick up where it had left off.

 
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MM,

You reworked physics for vehicles. Will this carry over to buildings as well, or will tunnels/caves under your fort still cause stability issues as you build?

 
Sooo

With all the new vehicles will this be a reality? a mod? or a feature in 7 days to die II ?!

93142ad22bdb07aa4d6dd081e7af884a--zombie-survival-guide-post-apocalittico.jpg


[mobile base]

Like many player bases are built in air/ underground/ on ground etc- most of them are good to go- just need to find - loot- 4 big wheels- build a 18V engine- hook it up with electricity and you have your "truck"- add fuel and you good to go! (physics means speed impacted by mass so it would not be fast but practical!)

 
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Sooo
With all the new vehicles will this be a reality? a mod? or a feature in 7 days to die II ?!

93142ad22bdb07aa4d6dd081e7af884a--zombie-survival-guide-post-apocalittico.jpg


[mobile base]

Like many player bases are built in air/ underground/ on ground etc- most of them are good to go- just need to find - loot- 4 big wheels- build a 18V engine- hook it up with electricity and you have your "truck"- add fuel and you good to go! (physics means speed impacted by mass so it would not be fast but practical!)
Nice shopping cart/trolley !

 
The Duke is like Neagan and charges the traders for his "protection". So they pay him a big cut of profits and he doesn't murder them or take all their ♥♥♥♥. So while they are loyal to Noah at heart, they fear the Duke so they secretly MIGHT support Noah but pay the Duke. The player will decide to join one or the other and do quests to find Noah and exterminate him or join the White River and try to kill off the Duke and his Army. Both of them are probably right in their own minds, but the player can decide what is best for the future of Navezgane.
But no, we don't need to re-order where anything is. The duke doesn't have traders, he doesn't need them he just takes his cut by force if needed.
Hey! Thanks for answering my questions Madmole. Love how this game is coming together. :)

- - - Updated - - -

Boarding the Hype train now!
I thought that you were the hype train. ;)

 
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